Delusion Ribbon
Descriptors: None.
Classes: Extractor.
Chakra: Throat.
Saving Throw: See text.
Incarnum weaves into a ribbon that wraps gently around your neck. Its color changes depending on the viewing angle.
While under the influence of a delusion ribbon, you can see through magical untruths. While you have the soulmeld shaped, you gain a +2 insight bonus to saves against illusion and enchantment spells and effects. Essentia: For each essentia invested in the delusion ribbon, increase the save bonus by +1.
Chakra Bind (Throat)
The ribbon acquires a ghostly visual echo, sitting a few inches above your skin.
When delusion ribbon is bound to your throat chakra, at will as a standard action you can use minor image as a spell-like ability, with a caster level equal to your meldshaper level. The DC to disbelieve your image is the DC of this soulmeld.
Discontinuous Sash
Descriptors: None.
Classes: Extractor.
Chakra: Waist.
Saving Throw: None.
Around your waist forms a rich cloth sash, which seems to have large sections missing.
A discontinuous sash grants you the inconstancy of location that happens often in dreams. While you have the meld shaped, you may teleport up to 10 feet at will (with no chance for error) as a move action. The new space must be within line of sight and line of effect. You can't use the sash to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the teleport fails and the action is wasted. You can bring along objects weighing up to your maximum load, but you can't bring another creature with you. Essentia: Each essentia invested in the discontinuous sash grants you a +1 dodge bonus to AC.
Chakra Bind (Waist)
The missing pieces of the sash move and shift and dizzying speed.
If you bind discontinuous sash to your waist chakra, at will you may spend a full-round action to teleport up to 50 feet for each essentia invested in the sash (as per dimension door). You may not use this ability in consecutive rounds, and you cannot bring along other creatures; you affect only yourself.
Dreamer's Totem
Descriptors: None.
Classes: Extractor.
Chakra: Hands, Shoulders, Soul, or Throat.
Saving Throw: None.
Incarnum coalesces into a small, otherwise unremarkable object which has significance only to you.
A dreamer's totem is a tool used quite often by Extractors and other creatures familiar with lucid dreaming. It's one of the few ways to be sure, to be absolutely certain, whether you're awake or in a dream. While the dreamer's totem is shaped, you always know how many layers deep in dream you are. Essentia: When you invest essentia in the dreamer's totem, you gain additional dream points when dreaming equal to twice the amount of invested essentia.
Chakra Bind (Hands)
Your totem becomes an object which is held in one hand, and as you move it through the air, the substance of the Dream coalesces into a desired shape.
By binding the dreamer's totem to your hands chakra, you are granted the ability to temporarily shape raw dreamstuff into a useful mundane object, which functions identically to a normal object of the same sort. By making a DC 16 Wisdom check as a full-round action, you can control up to a 1-foot cube of dreamstuff; each essentia invested in the totem increases the dimensions of the cube you can affect by 1 foot.
If your Wisdom check succeeds, you can reshape the dreamstuff as you desire. Once control is established, the shape lasts as long as you remain within 100 feet of it; if you move out of that range, the dreamstuff the item is made of dissipates into nothingness. Thus, if you have sufficient patience and strong enough will, you can construct small fortresses out of dreamsruff, even
if you must do so a few cubic feet at a time.
Another creature can break your control over the Dreamscape by succeeding on an opposed Wisdom check. If they succeed, the item dissipates as if you had moved out of range.
Chakra Bind (Shoulders)
The totem winds itself around your upper arm, becoming a string or ribbon which only you know the material of.
Binding the dreamer's totem to your shoulders chakra allows you to use your control of the Dreamscape to your advantage in a physical context. Whenever you make a Strength- or Dexterity-based skill check, you may substitute a Lucid Dreaming check if you wish.
Chakra Bind (Soul)
The totem itself does not change, but you are surrounded by a faint aura of wispy grey smoke.
Whenever you bind the dreamer's totem to your soul chakra, you gain the ability to physically enter a dreamscape, without leaving a sleeping body behind. You may make a DC 20 Lucid Dreaming check whenever you go to sleep; if you succeed, you enter the dreamscape physically, as per the dream walk spell (Heroes of Horror). Entering further layers of dream increases the DC by +5 for each layer.
Chakra Bind (Throat)
Your totem is a pin or brooch with a secret carving on the back.
If you bind the dreamer's totem to your throat chakra, you gain the ability to follow creatures through the Dreamscape by sensing the eddies they make in the dreamstuff. This works exactly like the Track feat, except you use Lucid Dreaming in place of Survival.
Drift Boots
Descriptors: None.
Classes: Extractor.
Chakra: Feet.
Saving Throw: None.
Soft boots of pure white, like untouched snow or cumulus clouds, form on your feet.
When you shape drift boots, you gain the ability to glide gently on the wind. You negate all damage from falling, and can travel 15 feet forward for every 5 feet of descent. You glide at a speed of 15 feet with average maneuverability (you can never hover while gliding, even if your maneuverability improves). You glide (negating falling damage) even if you become unconscious or helpless in the air. Essentia: For each essentia invested in drift boots, increase both your gliding speed and the forward travel distance by 5 feet.
Chakra Bind (Feet)
The boots become wispier, more like cirrus clouds.
When bound to your feet chakra, drift boots catch unseen winds to allow you to fly. You can fly with good maneuverability at a speed of 5 feet per invested essentia. You can mix gliding and flying in the same move action (in 5-foot increments), allowing you to maneuver aloft even with relatively low flight speeds.